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Re: Poor Performance with glVertexAttribPointer

Posted by bgroenks96 on Jan 14, 2014; 9:26pm
URL: https://forum.jogamp.org/Poor-Performance-with-glVertexAttribPointer-tp4031170p4031221.html

gouessej wrote
If you modify the data in the direct NIO buffer you created by yourself without passing them to OpenGL, the changes won't be reflected. Keep in mind that the direct NIO buffer on the CPU and the data store on the GPU are 2 different things.
Yes I know.  Sorry, I should have clarified what I meant.

I mean allocate a single instance of the NIO Buffer -> write changes to it -> on draw call, upload via glBufferSubData -> repeat

I was referring to the memory being used by the NIO Buffer being kept on the client side.  The one that you modify with updates and then write to VRAM once all updates have been made.